
local CLASS_BIG = {}
local CLASS_BASE = player_class.Get("Default")

CLASS_BIG.WalkSpeed 				= CLASS_BASE.WalkSpeed
CLASS_BIG.CrouchedWalkSpeed 		= CLASS_BASE.CrouchedWalkSpeed
CLASS_BIG.RunSpeed				= CLASS_BASE.RunSpeed
CLASS_BIG.DuckSpeed				= CLASS_BASE.DuckSpeed
CLASS_BIG.JumpPower				= CLASS_BASE.JumpPower
CLASS_BIG.DrawTeamRing			= CLASS_BASE.DrawTeamRing
CLASS_BIG.DrawViewModel			= CLASS_BASE.DrawViewModel
CLASS_BIG.CanUseFlashlight      	= CLASS_BASE.CanUseFlashlight
CLASS_BIG.MaxHealth				= CLASS_BASE.MaxHealth
CLASS_BIG.StartHealth			= CLASS_BASE.StartHealth
CLASS_BIG.StartArmor				= CLASS_BASE.StartArmor
CLASS_BIG.MaxStamina				= CLASS_BASE.MaxStamina
CLASS_BIG.RespawnTime          	= CLASS_BASE.RespawnTime
CLASS_BIG.DropWeaponOnDie		= CLASS_BASE.DropWeaponOnDie
CLASS_BIG.TeammateNoCollide 		= CLASS_BASE.TeammateNoCollide
CLASS_BIG.AvoidPlayers			= CLASS_BASE.AvoidPlayers
CLASS_BIG.Selectable				= CLASS_BASE.Selectable
CLASS_BIG.FullRotation			= CLASS_BASE.FullRotation

CLASS_BIG.DisplayName			= "Human (Tank)"
CLASS_BIG.PlayerModel			= "models/player/Combine_sniper_2.mdl"
 
function CLASS_BIG:Loadout( pl )
	pl:Give("weapon_crowbar")

	pl:Give( "weapon_m4" )
	pl:GiveAmmo( 25 * 5,  "smg1", true)
	
	pl:Give( "weapon_shotgun" )
	pl:GiveAmmo(6 * 8, "buckshot", true )
	
	//CLASS_BASE:Loadout(pl) // -- no grenades for this class, slams instead
	pl:Give("weapon_slam")
	pl:GiveAmmo(2, "slam", true)
	
	pl:SelectWeapon("weapon_m4")
end
 
function CLASS_BIG:OnSpawn( pl )
	pl:SetColor(255, 64, 64)
	CLASS_BASE:OnSpawn( pl )
end
 
function CLASS_BIG:OnDeath( pl, attacker, dmginfo )
	CLASS_BASE:OnDeath( pl, attacker, dmginfo )
end
 
function CLASS_BIG:Move( pl, mv )
	CLASS_BASE:Move( pl, mv )
end

function CLASS_BIG:ShouldDrawLocalPlayer( pl )
	return false
end
 
player_class.Register( "human_big", CLASS_BIG )
